Carter talks to Orian and Felix from Liv Games about the conclusion of the Wars trilogy, Stellar Wars, how they think this is the best one yet, the struggles of trying to succeed in the current market, and the struggles of working as a remote team.

Adam and Alex of One Man Left come back on the podcast to discuss Tilt to Live 2: Redonkulous. Find out how long the title had existed, why the powerup selection in the sequel is so different, and why Classic mode is actually good now!

JJ Williams tells the story of the inspiration behind his new game Pirate Blitz, about his father’s boat that was captured by pirates, and how that both did and did not serve as an influence on the final game.

Paul Johnson of Rubicon talks about the ins and outs of Combat Monsters and its multiplatform, free-to-play launch.

discuss Chuck’s Challenge 3D, why the game came out on Android before iOS, the challenges and benefits of developing on one platform versus another, the difference between games that are critical successes and financial successes, and the future of the industry – including if the industry may crash again in the future.

On This Episode:
Carter talks to Colin and Sarah Northway, the married traveling independent developers. They discuss their development process, how Incredipede was Colin’s idea produced with Sarah’s assistance, and how Rebuild is Sarah’s idea and project with some assistance from Colin. The mobile version of Incredipede is discussed, as well as the Kickstarter for the upcoming Rebuild: Gangs of Deadsville.

Graveck talks about its new game Strata, goes back in time to talk about the games that put them on the map, 10 Balls 7 Cups and Skee-Ball, and the future for the series, along with if they can live up to the greatest iOS trailer of all time.

Carter and Tom Eastman sit down, like actually in person sit down, and discuss his studio’s first two games, Color Sheep and Orion’s Forge, and why the former may have succeeded where the latter did not. As well, the third of their planned launch trilogy and why it didn’t work out is discussed.

Does a game need narrative justification to be good? As Tom mentions that he’s playing Where’s My Perry? Carter counters with why he thought Where’s My Mickey? was the much better game because its concept was actually justified.

It’s all about Plants vs. Zombies 2 as Carter Dotson lets Blake Grundman and Brett Nolan gab away about PopCap’s hotly-anticipated sequel, and if it’s something that can truly be enjoyed for free. Mercifully not recorded and included on the program: talk about babies.

Carter and Brett discuss why they have a problem with Chillingo’s recent move to take Kamikaze Pigs from paid to free after four days, and why they appear to be faltering as publisher as compared to others on iOS. As well, discussion of Futuridium EP is carried out, and why the way it teaches players to play is the superior method to the handholding that other games commonly use.

Carter talks to Chris Jeffrey, creator of the Flash game series turned maddening iOS game Space is Key, about the title’s transition to mobile, and why making money on mobile is so much different from the Flash game space.

Carter talks to Jeff Fal, creator of Dungeonism, about why his game is designed for iPhone – and only for iPhone.

Carter and the gang discuss the biggest new release of the past week, XCOM: Enemy Unknown, and what its impact on the market will be. Other titles from across the iOS spectrum are discussed as well.

Carter talks to Coatsink’s Tom Beardsmore about his studio’s new game Fatty, and how it evolved from a larger project they’re still working on. As well, there’s discussion of why informing the player of what they can and can’t do in a game is so difficult.

Carter and co-host Brett Nolan talk about the big announcements from WWDC, including iOS 7. Will it be a huge change to iOS? As well, the announcement of MFi gamepad support in iOS is discussed – will it herald major things for iOS gaming in the near future?

Carter talks to 3 Sprockets, creator of Cubemen 2, about making the sequel to their cross-platform strategy title that’s largely based in tower defense, but also incorporates many other elements. Seon Rozenblum of the studio also discusses what they were able to adapt from the game’s Steam launch, and how PC players react to the idea of cosmetic in-app purchases.

Carter talks to the Coster brothers at Butterscotch Shenanigans into how their roguelike hack ‘n slash, Quadropus Rampage, evolved from a game jam idea, and why they went free-to-play.

Carter and Kurt Bieg of Simple Machine talk about his studio’s new release, Tomb Breaker, how it spawned from a nearly-complete prototype of another game, and how it fits in with his other titles, Circadia and Twirdie.

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I am eager to let readers know about Oceanhouse Media’s annual app sale in honor of Dr. Seuss’s birthday from Wednesday, February 25 through Monday, March 9. During this time, five of their best-selling Seuss stories will be on sale for $0.99 each, and there will be discounts for other classic Dr. Seuss titles as […]